Only make render target 2D textures layered if needed (#2646)
* Only make render target 2D textures layered if needed * Shader cache version bump * Ensure topology is updated on channel swap
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@ -13,6 +13,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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private readonly GpuChannel _channel;
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private readonly DeviceStateWithShadow<ThreedClassState> _state;
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private readonly DrawState _drawState;
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private bool _topologySet;
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private bool _instancedDrawPending;
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private bool _instancedIndexed;
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@ -43,6 +44,14 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_drawState = drawState;
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}
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/// <summary>
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/// Marks the entire state as dirty, forcing a full host state update before the next draw.
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/// </summary>
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public void ForceStateDirty()
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{
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_topologySet = false;
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}
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/// <summary>
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/// Pushes four 8-bit index buffer elements.
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/// </summary>
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@ -224,11 +233,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_instanceIndex = 0;
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}
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if (_drawState.Topology != topology)
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if (_drawState.Topology != topology || !_topologySet)
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{
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_context.Renderer.Pipeline.SetPrimitiveTopology(topology);
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_drawState.Topology = topology;
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_topologySet = true;
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}
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}
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@ -331,6 +340,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_context.Renderer.Pipeline.SetPrimitiveTopology(topology);
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_drawState.Topology = topology;
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_topologySet = true;
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ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
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_context,
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@ -6,7 +6,6 @@ using Ryujinx.Graphics.Gpu.Shader;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Texture;
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using System;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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@ -31,6 +30,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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private readonly ShaderProgramInfo[] _currentProgramInfo;
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private bool _vtgWritesRtLayer;
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private byte _vsClipDistancesWritten;
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private bool _prevDrawIndexed;
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@ -334,6 +334,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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Image.Texture color = memoryManager.Physical.TextureCache.FindOrCreateTexture(
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memoryManager,
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colorState,
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_vtgWritesRtLayer,
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samplesInX,
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samplesInY,
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sizeHint);
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@ -956,6 +957,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_drawState.VsUsesInstanceId = gs.Shaders[0]?.Info.UsesInstanceId ?? false;
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_vsClipDistancesWritten = gs.Shaders[0]?.Info.ClipDistancesWritten ?? 0;
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_vtgWritesRtLayer = false;
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if (oldVsClipDistancesWritten != _vsClipDistancesWritten)
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{
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@ -979,6 +981,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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Span<TextureBindingInfo> textureBindings = _channel.TextureManager.RentGraphicsTextureBindings(stage, info.Textures.Count);
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if (info.UsesRtLayer)
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{
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_vtgWritesRtLayer = true;
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}
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for (int index = 0; index < info.Textures.Count; index++)
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{
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var descriptor = info.Textures[index];
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@ -139,6 +139,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// </summary>
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public void ForceStateDirty()
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{
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_drawManager.ForceStateDirty();
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_stateUpdater.SetAllDirty();
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}
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@ -244,11 +244,18 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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/// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
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/// <param name="colorState">Color buffer texture to find or create</param>
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/// <param name="layered">Indicates if the texture might be accessed with a non-zero layer index</param>
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/// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
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/// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
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/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
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/// <returns>The texture</returns>
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public Texture FindOrCreateTexture(MemoryManager memoryManager, RtColorState colorState, int samplesInX, int samplesInY, Size sizeHint)
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public Texture FindOrCreateTexture(
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MemoryManager memoryManager,
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RtColorState colorState,
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bool layered,
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int samplesInX,
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int samplesInY,
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Size sizeHint)
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{
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bool isLinear = colorState.MemoryLayout.UnpackIsLinear();
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@ -263,13 +270,13 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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else if ((samplesInX | samplesInY) != 1)
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{
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target = colorState.Depth > 1
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target = colorState.Depth > 1 && layered
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? Target.Texture2DMultisampleArray
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: Target.Texture2DMultisample;
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}
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else
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{
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target = colorState.Depth > 1
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target = colorState.Depth > 1 && layered
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? Target.Texture2DArray
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: Target.Texture2D;
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}
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@ -76,6 +76,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
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programInfo.Textures.Count,
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programInfo.Images.Count,
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programInfo.UsesInstanceId,
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programInfo.UsesRtLayer,
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programInfo.ClipDistancesWritten);
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CBuffers = programInfo.CBuffers.ToArray();
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SBuffers = programInfo.SBuffers.ToArray();
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@ -89,7 +90,14 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
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/// <returns>A new <see cref="ShaderProgramInfo"/> from this instance</returns>
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internal ShaderProgramInfo ToShaderProgramInfo()
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{
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return new ShaderProgramInfo(CBuffers, SBuffers, Textures, Images, Header.UsesInstanceId, Header.ClipDistancesWritten);
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return new ShaderProgramInfo(
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CBuffers,
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SBuffers,
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Textures,
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Images,
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Header.UseFlags.HasFlag(UseFlags.InstanceId),
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Header.UseFlags.HasFlag(UseFlags.RtLayer),
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Header.ClipDistancesWritten);
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}
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/// <summary>
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@ -1,8 +1,28 @@
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using System.Runtime.InteropServices;
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using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
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{
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/// <summary>
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/// Flags indicating if the shader accesses certain built-ins, such as the instance ID.
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/// </summary>
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enum UseFlags : byte
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{
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/// <summary>
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/// None of the built-ins are used.
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/// </summary>
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None = 0,
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/// <summary>
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/// Indicates whenever the vertex shader reads the gl_InstanceID built-in.
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/// </summary>
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InstanceId = 1 << 0,
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/// <summary>
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/// Indicates whenever any of the VTG stages writes to the gl_Layer built-in.
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/// </summary>
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RtLayer = 1 << 1
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}
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/// <summary>
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/// Host shader entry header used for binding information.
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/// </summary>
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@ -30,10 +50,9 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
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public int ImagesCount;
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/// <summary>
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/// Set to true if the shader uses instance id.
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/// Flags indicating if the shader accesses certain built-ins, such as the instance ID.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool UsesInstanceId;
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public UseFlags UseFlags;
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/// <summary>
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/// Set to true if this entry is in use.
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@ -65,15 +84,22 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
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int texturesCount,
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int imagesCount,
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bool usesInstanceId,
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bool usesRtLayer,
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byte clipDistancesWritten) : this()
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{
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CBuffersCount = cBuffersCount;
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SBuffersCount = sBuffersCount;
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TexturesCount = texturesCount;
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ImagesCount = imagesCount;
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UsesInstanceId = usesInstanceId;
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ClipDistancesWritten = clipDistancesWritten;
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InUse = true;
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UseFlags = usesInstanceId ? UseFlags.InstanceId : UseFlags.None;
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if (usesRtLayer)
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{
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UseFlags |= UseFlags.RtLayer;
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}
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}
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}
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}
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@ -40,7 +40,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <summary>
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/// Version of the codegen (to be changed when codegen or guest format change).
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/// </summary>
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private const ulong ShaderCodeGenVersion = 2627;
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private const ulong ShaderCodeGenVersion = 2646;
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// Progress reporting helpers
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private volatile int _shaderCount;
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@ -11,6 +11,7 @@ namespace Ryujinx.Graphics.Shader
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public ReadOnlyCollection<TextureDescriptor> Images { get; }
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public bool UsesInstanceId { get; }
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public bool UsesRtLayer { get; }
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public byte ClipDistancesWritten { get; }
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public ShaderProgramInfo(
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@ -19,6 +20,7 @@ namespace Ryujinx.Graphics.Shader
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TextureDescriptor[] textures,
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TextureDescriptor[] images,
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bool usesInstanceId,
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bool usesRtLayer,
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byte clipDistancesWritten)
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{
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CBuffers = Array.AsReadOnly(cBuffers);
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@ -27,6 +29,7 @@ namespace Ryujinx.Graphics.Shader
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Images = Array.AsReadOnly(images);
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UsesInstanceId = usesInstanceId;
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UsesRtLayer = usesRtLayer;
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ClipDistancesWritten = clipDistancesWritten;
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}
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}
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@ -121,6 +121,11 @@ namespace Ryujinx.Graphics.Shader.Translation
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break;
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}
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}
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if (Config.Stage != ShaderStage.Fragment && attribute == AttributeConsts.Layer)
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{
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Config.SetUsedFeature(FeatureFlags.RtLayer);
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}
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}
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public void MarkLabel(Operand label)
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@ -17,8 +17,9 @@ namespace Ryujinx.Graphics.Shader.Translation
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Bindless = 1 << 2,
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InstanceId = 1 << 3,
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CbIndexing = 1 << 4,
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IaIndexing = 1 << 5,
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OaIndexing = 1 << 6
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RtLayer = 1 << 4,
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CbIndexing = 1 << 5,
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IaIndexing = 1 << 6,
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OaIndexing = 1 << 7
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}
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}
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@ -106,6 +106,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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config.GetTextureDescriptors(),
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config.GetImageDescriptors(),
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config.UsedFeatures.HasFlag(FeatureFlags.InstanceId),
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config.UsedFeatures.HasFlag(FeatureFlags.RtLayer),
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config.ClipDistancesWritten);
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return program;
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